Re: [hlds] [OT]NO Steam Update News Today

2005-08-19 Thread Sebastian Staudt
It's too early. Will be released in ~ 2 hours. [EMAIL PROTECTED] schrieb: This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Is there No steam update news today or is it still too early??? -- ___ To

Re: [hlds] RE: Mandatory Source engine update later today...

2005-09-22 Thread Sebastian Staudt
DougV posted info on the delay in the Steam forums, http://forums.steampowered.com/forums/showthread.php?s=postid=3480086#post3480086 They found a bug during testing yesterday and missed the window to release to update. Maybe today...maybe not...I'm going to close this thread for now but I'll

Re: [hlds] 3 hours...

2005-09-26 Thread Sebastian Staudt
The steam version isn't broken... it's an encrypted preload. And when I take a look at the status page I think the server files are coming in a few minutes. Rafael Lopez wrote: lmao 3 hours and no server files. And the steam version of the server is broken as well (gameinfo.txt). SO.no

Re: [hlds] Will the XBox Client Connect to SRCDS Servers?

2006-05-30 Thread Sebastian Staudt
Did Valve announce any multiplayer games for Xbox(360), yet? I can't remember one. But to be honest, I don't think console gamers would enjoy playing a shooter against PC gamers with mice and keyboards. -- Sebastian 'Koraktor' Staudt www.hlportal.de

Re: [hlds] Request: Steam Friends API

2008-04-02 Thread Sebastian Staudt
As always with propietary software, it would be really nice to have some interfaces opened for other developers. Not only some for Friends, but also something to use for creating web applications based on the Community or something like that. XML feeds for game stats and so on would be great for

Re: [hlds] L4D No Server Browser = No Server Support

2008-11-06 Thread Sebastian Staudt
going to see those features. Thomas Morton ++ No problem should ever have to be solved twice ++ 2008/11/6 Sebastian Staudt [EMAIL PROTECTED] I highly doubt there will be no possibility to have private servers or favorite servers. The matchmaking system is most likely not a system

Re: [hlds] L4D No Server Browser = No Server Support

2008-11-06 Thread Sebastian Staudt
I highly doubt there will be no possibility to have private servers or favorite servers. The matchmaking system is most likely not a system completely different from the server browser. Although it may look like at first sight. There will still be clients, servers and master servers. Valve won't

Re: [hlds] Steam Community URLs and XML

2008-11-24 Thread Sebastian Staudt
It's not a big deal. But as the XML interface is in progress this is another change that should be made by Valve to make the whole XML thing more useful and straightforward. 2008/11/24 Ronny Schedel [EMAIL PROTECTED] Sorry, but it's not a big deal to handle the redirected page. You just

Re: [hlds] Steam Community URLs and XML

2008-11-24 Thread Sebastian Staudt
There's no need to redirect at all. The data accessed by /profiles/STEAMID64 and /id/CUSTOMURL is the same and therefore - I hope for Valve's web programmers - handled by the same controller. There's no need to redirect. Valve only uses this to convert the numeric IDs to human-readable strings.

Re: [hlds] RSS for groups! Valve, you are awesome...this time.

2009-01-31 Thread Sebastian Staudt
This also works for users: http://steamcommunity.com/id/Koraktor/rss The description says it should contain events and blotter entries (the latter one would be nice), but there are only events right now. 2009/1/31 Cc2iscooL cc2isc...@gmail.com I just noticed this today while browsing the Steam

Re: [hlds] Script kiddies abusing A2C_PRINT

2009-05-03 Thread Sebastian Staudt
There are several other packets not listed on the developer wiki. Like the name suggests A2C_PRINT can be send from *A*ll (master, server, clients) to *C*lients, so servers should not be affected by this. Weird. On Mon, May 4, 2009 at 12:18 AM, 1nsane 1nsane...@gmail.com wrote: I believe it was

[hlds] Did S2A_INFO2 packet format change?

2010-04-03 Thread Sebastian Staudt
Hi. I'm the developer of the query library Steam Condenser ( http://koraktor.github.com/steam-condenser) and recently I got a bug report about weird data received from CZ servers. I did some research and found out that all servers (GoldSrc and Source) using the new S2A_INFO2 format (see

Re: [hlds] Did S2A_INFO2 packet format change?

2010-04-03 Thread Sebastian Staudt
seen 0x01 be anything other than zeros. -Original Message- From: hlds-boun...@list.valvesoftware.com [mailto:hlds-boun...@list.valvesoftware.com] On Behalf Of Sebastian Staudt Sent: Saturday, April 03, 2010 1:20 PM To: hlds@list.valvesoftware.com Subject: [hlds] Did S2A_INFO2 packet

Re: [hlds] Did S2A_INFO2 packet format change?

2010-04-04 Thread Sebastian Staudt
What's the right format for the SteamID? 64 bit for sure, but how is it encoded? Two longs (32bit) concatenated or what? My best guess so far is SteamID = long1 | long2 32. 2010/4/3 Sebastian Staudt korak...@gmail.com Ok, seems like a first hint in the right direction. Thanks. 2010/4/3

Re: [hlds] Did S2A_INFO2 packet format change?

2010-04-07 Thread Sebastian Staudt
that helps :M On Sun, Apr 4, 2010 at 5:48 PM, Sebastian Staudt korak...@gmail.com wrote: What's the right format for the SteamID? 64 bit for sure, but how is it encoded? Two longs (32bit) concatenated or what? My best guess so far is SteamID = long1 | long2 32. 2010/4/3 Sebastian

Re: [hlds] Did S2A_INFO2 packet format change?

2010-04-16 Thread Sebastian Staudt
7, 2010 at 10:38 AM, Sebastian Staudt korak...@gmail.com wrote: Anyone figured out what 0x01 in EDF stands for? I just found a GoldSrc server (69.130.74.130:27015) replying with 0x40 0x01 0x46 0x00 (+ 6 * 0x00). If you parse this as short you get 320 and 70. So the first can't

Re: [hlds] Team Fortress 2 Update Available

2010-07-01 Thread Sebastian Staudt
Thanks for finally starting to have real APIs. Funny thing I just started to integrate TF2 item support into Steam Condenser (http://koraktor.github.com/steam-condenser) yesterday. Best regards. 2010/7/2 k e mfnt...@gmail.com anyone else crashing at map change? On Thu, Jul 1, 2010 at 10:21

Re: [hlds] Server info app for Android

2010-10-22 Thread Sebastian Staudt
am eager to fix the compatibility issues. Steam Condenser is able to query master, Source and GoldSrc servers. You can also get information from the Steam Community and a future version will include WebAPI support. Best regards, Sebastian Staudt 2010/10/22 David A. Parker dpar...@utica.edu

[hlds] Is A2A_PING officially deprecated?

2011-02-06 Thread Sebastian Staudt
Hi. Since the query improvement updates I've got several bug reports for Steam Condenser saying that ping requests (using A2A_PING) don't work any more. I tested and can confirm this. Is this behavior intended or will it be fixed soon? Best regards, Sebastian

Re: [hlds] Is A2A_PING officially deprecated?

2011-02-07 Thread Sebastian Staudt
Thanks for your info. PS: As far as I know, only the Orange Box games have got the query update. 2011/2/7 David Parker dpar...@utica.edu I e-mailed Alfred about this a few days ago and he said that it's gone for good. However, only my TF2 and CS:S servers have been affected so far. A2A_PING

Re: [hlds] Source RCON Protocol

2011-03-13 Thread Sebastian Staudt
The Wiki page is not outdated. I have three working implementations (Ruby, Java and PHP) for my Steam Condenser project (http://koraktor.de/steam-condenser) based on the VDC docs. There are some tripwires though, especially when it comes to long server responses. There's also a fork of Steam

Re: [hlds] Source RCON Protocol

2011-03-14 Thread Sebastian Staudt
, Sebastian Staudt wrote: The Wiki page is not outdated. I have three working implementations (Ruby, Java and PHP) for my Steam Condenser project ( http://koraktor.de/steam-condenser) based on the VDC docs. There are some tripwires though, especially when it comes to long server responses

Re: [hlds] TF2: rcon stops working

2011-12-10 Thread Sebastian Staudt
From users of my RCON library I know that setting rcon_password in the server.cfg is sub-optimal. After a map change the server.cfg is reloaded and will – although the password is not changed – reset any RCON connections. Source uses TCP (and persistent connections) for RCON. It seems like

[hlds] SrcDS RCON behavior

2012-11-03 Thread Sebastian Staudt
Hi, there are three (maybe related) problems with Source's RCON protocol implementation that make it very hard to handle authentication problems. As some of you might know, I'm the developer of the Steam Condenser library which has a RCON implementation. In the last weeks I got multiple bug

Re: [hlds] SrcDS RCON behavior

2012-11-04 Thread Sebastian Staudt
The second problem was an error handling the CLOSE_WAIT/FIN_WAIT_2 state in my (and other's code), so I guess that's totally fine. Am Samstag, 3. November 2012 um 22:22 schrieb Sebastian Staudt: Hi, there are three (maybe related) problems with Source's RCON protocol implementation

Re: [hlds] Bug reporting for Counter-Strike 1.6 and other Half-Life 1 engine games

2013-02-14 Thread Sebastian Staudt
Thanks. Seems like the bug tracker really payed off for you during the last weeks. Is there any chance we might get another repository for Web API and similar community features. I know that's not your area, but maybe there's now a common approach at Valve to open up bug reporting. I'm sure the

Re: [hlds] Get compile the build number of game servers in PHP

2013-03-11 Thread Sebastian Staudt
Maybe parsing the version information from the `status` output via RCON is more reliable. 2013/3/11 Jesse Molina je...@opendreams.net On this subject, is there any way to determine the local version of the installed srcds server? I find the steam.inf files are unreliable and only TF2 has